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Set Shader Runtime Generic Vertex Attribute Types Correctly
The vertex attribute types supplied prior were just the default which is `Float`, this works for some cases but will entirely break if the attribute type isn't a float. The attribute types are now set correctly.
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@ -1188,6 +1188,26 @@ namespace skyline::gpu::interconnect {
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vertexAttribute.description.binding = attribute.bufferId;
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vertexAttribute.description.binding = attribute.bufferId;
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vertexAttribute.description.format = ConvertVertexBufferFormat(attribute.type, attribute.elementSize);
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vertexAttribute.description.format = ConvertVertexBufferFormat(attribute.type, attribute.elementSize);
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vertexAttribute.description.offset = attribute.offset;
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vertexAttribute.description.offset = attribute.offset;
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runtimeInfo.generic_input_types[index] = [type = attribute.type]() {
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using MaxwellType = maxwell3d::VertexAttribute::ElementType;
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using ShaderType = ShaderCompiler::AttributeType;
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switch (type) {
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case MaxwellType::None:
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return ShaderType::Disabled;
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case MaxwellType::Snorm:
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case MaxwellType::Unorm:
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case MaxwellType::Uscaled:
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case MaxwellType::Sscaled:
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case MaxwellType::Float:
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return ShaderType::Float;
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case MaxwellType::Sint:
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return ShaderType::SignedInt;
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case MaxwellType::Uint:
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return ShaderType::UnsignedInt;
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};
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}();
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} else {
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} else {
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vertexAttribute.enabled = false;
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vertexAttribute.enabled = false;
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}
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}
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